S.Y.N.C. DISCOVERY is the 1st game in the S.Y.N.C. family!
S.Y.N.C. is a cooperative game about synchronizing associative connections. The gameplay is reminiscent of the creative synthesis of The Mind and an association game like Dixit. Even though S.Y.N.C.in some details is similar to these games, it offers a new and special experience that creates interesting situations to discuss, leaving players space to understand each other without words.
S.Y.N.C. (Synchronizing Neuro-Connector) is a super-computer that allows humanity to establish contacts with the new worlds using the power of synchronized minds. It has become possible to teleport phantom messengers from the Earth from the past or from the mysterious dimension of fantasies to the distant corners of the Universe. The experiment requires a group of people who can use S.Y.N.C. technology to assemble an expedition of five phantoms and send them to discover new space horizons. Participants must complete five successful synchronizations to convene and send phantoms to new worlds. However, five unsuccessful sessions will reboot the system, and you will have to start all over again. The key to the success of the mission is the union of thoughts and feelings. After all, only thanks to this synergy, the phantoms will be able to become real and go to the discovery of space horizons.
ESSENCE OF THE GAME
S.Y.N.C. is a cooperative game where players choose the character (phantom) cards that are best linked with the available sets of associations. The trick is that the players are not allowed to communicate with each other before they make up their choice, to win the round all the players need to pick one and only one character from the available pool. The difficulty grows with each round as the pool of characters to choose from increases.
The objective of the game is to gather members of the space expedition among the phantoms of the past (historical personalities) and phantoms from the imaginary world (fictional characters). Players need to choose only one phantom card that is best linked with the generated association key-cards. Each player makes the choice secretly without discussing their team. To win the round, all players must unanimously choose the same phantom. To win the game, the players must win 5 rounds within a maximum of 9 attempts.
WHAT’S INSIDE THE S.Y.N.C. BOX:
5 synchronizers: used for voting and demonstrating moods
42 phantom cards of historical characters
42 phantom cards of fictional characters
168 association key-cards
12 block tokens: used for blocking phantom cards, association cards or synchronizers
Control module: the tool of the first player in which block tokens are stored
10 phantom markers with numbers
2 result markers to show the chosen and unplanned phantom cards
A booklet with short character descriptions
The goal is to gather 5 members of the space expedition. Only one phantom card, that best fits the set of association keys, can be selected in each round.
Winning in a round: players win when everyone unanimously points to one phantom, to which the above associations are best suited. Each victory in the round is closer to winning the game, but makes the process in the next round more difficult, because the choice of phantoms increases by one.
Loss in a round: if participants point to two or more different phantoms, the round is considered lost. Players discuss their associative connections to better synchronize with each other and increase their chances of winning in the next rounds.
Player synchronizers: with these devices, players will be able to secretly vote for selected phantoms (the selection window is only available from the inside), and show other participants their mood based on the outcome of the current round (mood indicator is visible on both sides):
🟢 green indicator – victory is guaranteed, the choice is easy to make, the connection between the key cards and one of the phantoms is obvious;
🟡 yellow indicator – victory is doubtful, the choice can be made, there is connection between the key cards and one or more phantoms, although it can be interpreted differently, and you might fail to choose the same phantom;
🔴 red indicator – victory is unlikely, the choice is difficult to make, there is no connection between key cards and phantoms, or a set of key cards is suitable for three or more phantoms at the same time.
Block tokens: Block tokens can be used to block a phantom card, association card, or even a player’s synchronizer. To do this, the first player decides to either use the block token or pass it to any other player after analyzing the mood indicators on the players’ synchronizers.
S.Y.N.C. RULES: S.Y.N.C. rulebook (EN)
The author of the idea of the game: Oleksandr Ushan is one of the world’s most famous Ukrainian authors of board games, who offered the world the bestseller Spyfall. It was translated into more than 25 languages and became the basis for creating new games with now widely known “spy” game mechanics.
Visual design: M81 Studio is a Lviv design studio that collaborates with world publishers, such as Libellud, CMON, Portal Games, IGames. M81 has created such masterpieces of visual and game art as Detective Club, Shadows of Amsterdam, Mystery, Obscurio, and now also SYNC!
S.Y.N.C. DISCOVERY is the 1st game in the S.Y.N.C. family and very soon there will be new modules available including traitor expansion, campaign expansion, new phantom card sets and new association key-cards sets. Stay tuned.